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Glass creation (GoldSrc)

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Important step for replacing wikilinks after you've created this page

After you click 'Edit' do what the image shows. If you can't see editing toolbar you need to enable it in 'Preferences' -> Editing -> checkbox 'Enable the editing toolbar'

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参见:  {{LAuto}}
  • STEP 2. Replace links

(see https://developer.valvesoftware.com/wiki/Template:LAuto for more detailed steps, search/replace below is for copy/paste convenience)

  • SEARCH FOR:

\[\[(?!#|File(?:[ _]talk)?:|Image(?:[ _]talk)?:|Media:|Template(?:[ _]talk)?:|MediaWiki(?:[ _]talk)?:|Talk:|Category[ _]talk:|Project[ _]talk:|Valve[ _]Developer[ _]Community[ _]talk:|Help[ _]talk:|User(?:[ _]talk)?:|c:|commons:|Dictionary:|Google:|GoogleGroups:|IMDB:|M:|Meta:|Metawikipedia:|MW:|SdkBug:|SourceForge:|Steampowered:|W:|Wiki:|WikiBooks:|Wikipedia:|Wikiquote:|Wiktionary:|WP:)(:?(?:Category|Category|Help|Project|Valve[ _]Developer[ _]Community|Special|)(?:[^\|\]]+))(\|?.*?)\]\]

  • REPLACE WITH:

{{subst:LAuto|$1$2}}

  • STEP 3. After 'Replace all' do 'Show changes' and quickly check if links were properly replaced. After that when you save this notice will also disappear.
  • STEP 4. You can get to translating
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  • Additive translucency is the most common transparency method for glass, but changing renderamt can also work.
  • Rendermodes "texture" and "additive" always render the brush entity as fullbright, which the non-FGD ZHLT/VHLT KV zhlt_embedlightmap can be used to work around.
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This page needs to be translated.
This page either contains information that is only partially or incorrectly translated, or there isn't a translation yet.
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Also, please make sure the article complies with the alternate languages guide.(en)
The following content or section specifically needs to be translated:
This is a DeepL translation of Glass creation (GoldSrc)/ru with some lingual cleanup. It is not completely formatted, and may have some errors.

This article will walk you through the process of creating a simple glass in the Valve Hammer Editor for the GoldSrc (Half-Life) engine.

Breakable glass

  1. Open the texture browser
  2. Select a glass texture of your choice
  3. Create a brush
  4. Open the Object Properties window (highlight the brush and Ctrl+t)
  5. Change the object class to func_breakable
  6. Ensure the Material type is Glass
  7. Change the FX Amount of the object to modify the transparency of the glass (1-255; 1 is fully transparent, 255 is fully opaque)
  8. (optional) Change the Strength of the object to modify the amount of damage required to break the glass (higher value is higher "health" of the glass)
  9. (optional) Change Gibs Direction from Random to Relative to Attack
  10. (optional) Change the Render Mode to Additive (from Texture) to change the appearance
待完善: What does Additive actually do?

Unbreakable glass

  1. Open the texture browser
  2. Select a glass texture of your choice
  3. Create a brush
  4. Open the Object Properties window (highlight the brush and Ctrl+t)
  5. Change the FX Amount of the object to modify the transparency of the glass (1-255; 1 is fully transparent, 255 is fully opaque)
  6. (optional) Change the Render Mode to Additive (from Texture) to change the appearance
待完善: What does Additive actually do?

External links

Twhl hammer emote.png VERC: Glass and Transparency (originally posted on the VERC; mirrored from the original on the TWHL Wiki)
Twhl hammer emote.png Tutorial: Glass
Twhl hammer emote.png Vlatitude: Glass Tutorial
Twhl hammer emote.png Tutorial: Adding Glass to Doors